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fix slow code, add bounds checks (#1606)
Tested that players with valid names up to the usual 33 character max are still added to the player container Tested that you can still team with <= 4 players on a team Tested that chat server no longer crashes with a bad memberSize variable asserted that InsertPlayer is indeed much faster now and is no longer a slow point of ChatServer
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@ -36,16 +36,19 @@ void PlayerContainer::InsertPlayer(Packet* packet) {
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data.playerID = playerId;
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data.playerID = playerId;
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uint32_t len;
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uint32_t len;
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inStream.Read<uint32_t>(len);
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if (!inStream.Read<uint32_t>(len)) return;
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for (int i = 0; i < len; i++) {
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if (len > 33) {
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char character; inStream.Read<char>(character);
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LOG("Received a really long player name, probably a fake packet %i.", len);
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data.playerName += character;
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return;
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}
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}
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inStream.Read(data.zoneID);
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data.playerName.resize(len);
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inStream.Read(data.muteExpire);
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inStream.ReadAlignedBytes(reinterpret_cast<unsigned char*>(data.playerName.data()), len);
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inStream.Read(data.gmLevel);
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if (!inStream.Read(data.zoneID)) return;
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if (!inStream.Read(data.muteExpire)) return;
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if (!inStream.Read(data.gmLevel)) return;
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data.sysAddr = packet->systemAddress;
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data.sysAddr = packet->systemAddress;
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m_Names[data.playerID] = GeneralUtils::UTF8ToUTF16(data.playerName);
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m_Names[data.playerID] = GeneralUtils::UTF8ToUTF16(data.playerName);
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@ -122,6 +125,11 @@ void PlayerContainer::CreateTeamServer(Packet* packet) {
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size_t membersSize = 0;
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size_t membersSize = 0;
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inStream.Read(membersSize);
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inStream.Read(membersSize);
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if (membersSize >= 4) {
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LOG("Tried to create a team with more than 4 players");
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return;
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}
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std::vector<LWOOBJID> members;
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std::vector<LWOOBJID> members;
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members.reserve(membersSize);
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members.reserve(membersSize);
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